Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Bright Release
(fire, light) When a bright walker is reduced to 0 Hit Points, they flash out in a burst of light, obtaining the blazing end they were denied at death. This blaze deals 10d6 fire damage (DC 25 basic Reflex save) to creatures within 20 feet. Creatures who fail this save are also dazzled for 1 minute (blinded for 1 minute on a critical failure).
Ability
Critical Failure
The creature is blinded for 1 hour.
Ability
Critical Success
The creature is temporarily immune for 24 hours.
Ability
Failure
The creature is blinded for 1 round.
Ability
Landbound
A bright walker can't fly higher than 1 foot above the ground. If they fly higher than this distance, they fall but don't take any damage from falling.
Ability
Light Aura
(aura, divine, light) 30 feet. The bright walker sheds bright light. Any creature that starts its turn in the aura must attempt at a DC 24 Fortitude save.
Ability
Light Flare
Circumstance: The bright walker's Light Aura is suppressed;
The bright walker reignites their Light Aura with a burst of brightness that deals 5d6 fire damage (DC 25 basic Reflex save) to creatures within a 20-foot burst. Creatures who are dazzled or with light blindness find this flare particularly painful; such a creature's save result is one degree of success worse than the result it rolled.
Ability
Shadow Jump
Circumstance: The bright walker's Light Aura is suppressed;
The bright walker teleports to a square it can see within 60 feet that is not in an area of bright light. The bright walker can't use Shadow Jump again for 1d4 rounds.
Ability
Success
The creature is dazzled for 1 round.
Ability
Suppress Aura
(concentrate) The bright walker suppresses their light aura for 1 round, reducing it to a faint, ghostly glow of dim light.
Offense
Melee
Circumstance: combat round (melee)
radiant touch +21 [+17/+13] (agile, finesse, fire, light, magical), Damage 2d8+11 fire
Offense
Ranged
Circumstance: combat round (ranged)
radiant ray +21 [+16/+11] (fire, light, magical, range increment 60 feet), Damage 2d6+11 fire
Trait
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Caligni
Perception
greater darkvision